I would like ;
1 a main quest for the lore of my faction
2; subquest only dedicated to the town/region my character is actually in ( like all town region have theire own stories and eventually consequents depending your action during the quests)
3 some daily quest to keep you awake when you are max level and wait your friends logging and get level max because you just sent them the link to dowload the game (more seriously to get some gold and stuff to up your jobs by example)
4 some specific dungeon/raid quest that only when you finish them, you have access to things that noone else get (if they didnt finisht the same quest)
1. I really like the "Nesingwary" type quests - where you run into the same NPC as you level. Sometimes, with hilarious consequences and tasks. I think it brings so much joy and immersion to your character and time in game. I would always look forward to seeing the NPC as I progressed through the game.
2. I also like quests with loyalty consequences. For instance, if you help one group who is at odds with their rivals, you are unable to use the rival's camp (NPCs, crafting stations, shops, etc) Makes you really think about which group you will help. (think oracles vs. puppy men)
3. I enjoy quests where you (for example) find pages to a book or parts to a portal - that you can later use to your advantage. Not all players would take the time to collect these difficult items, and you can become known as the one who "has that spell book with the amazing buff" or can "make that portal to the raid entrance" These will really set your character apart because you put in time and effort to complete the tasks required.
4. I hope to see quests where you help an NPC and learn more about their backstory (and maybe how you fit into the story) as time progresses. For instance, you come across an old lady in a dilapidated shack. She is heartbroken because all of her cats have run away. As the game progresses you find and capture the cats - other NPC's can even give you clues and hints regarding the cat locations, if you take the time to speak with them. You have to return to the lady and bring her the captured cats, and will find that she is a powerful mage and she can grant you an exclusive enchantment or emote or title - something distinctive and special.
You can probably tell, I really like long-form and immersive quests. I have so many ideas!
1. I really like the "Nesingwary" type quests - where you run into the same NPC as you level. Sometimes, with hilarious consequences and tasks. I think it brings so much joy and immersion to your character and time in game. I would always look forward to seeing the NPC as I progressed through the game.
2. I also like quests with loyalty consequences. For instance, if you help one group who is at odds with their rivals, you are unable to use the rival's camp (NPCs, crafting stations, shops, etc) Makes you really think about which group you will help. (think oracles vs. puppy men)
3. I enjoy quests where you (for example) find pages to a book or parts to a portal - that you can later use to your advantage. Not all players would take the time to collect these difficult items, and you can become known as the one who "has that spell book with the amazing buff" or can "make that portal to the raid entrance" These will really set your character apart because you put in time and effort to complete the tasks required.
4. I hope to see quests where you help an NPC and learn more about their backstory (and maybe how you fit into the story) as time progresses. For instance, you come across an old lady in a dilapidated shack. She is heartbroken because all of her cats have run away. As the game progresses you find and capture the cats - other NPC's can even give you clues and hints regarding the cat locations, if you take the time to speak with them. You have to return to the lady and bring her the captured cats, and will find that she is a powerful mage and she can grant you an exclusive enchantment or emote or title - something distinctive and special.
You can probably tell, I really like long-form and immersive quests. I have so many ideas!
I think there should be a short main quest to follow that takes you through most zones of your faction. And the there should be many optional quests in each zone. So players who like doing quests and exploring the lore can do plenty of quests while players who only want to level up quickly and get to the end-game content can do just that and for example instead of doing 48374837843 quests to level up, they could just grind monsters or run dungeons all the time. I feel like the more choice in how you want to level up the better for the game as more players will be interested in the game and happy with the gameplay.
For those monster grinding fans, I would create something like a Hunting Board. These would be in each city/town. You would choose one of the available monster hunts from it, and you would have to go and kill 50 of that monster. These would reset every 24hours. They would reward gold, exp, and maybe some crafting resources.
This is probably one of the most challenging problems to solve as questing can be so dull and repetitive. I've seen many games where quests act as content filler, essentially just another time gate for players to "progress". So... how can we be different and change the actual mechanic of questing AND make it enjoyable. Can we break away from the tradiational concept of questing (kill 10 boars, collect 5 hides) is the question. Why are there even quests? To gain experience and rewards to progress a character where the player feels satisfied/accomplished...?
With this in mind I do like many of the ideas here, leveling through dungeons, to incoporate puzzel solving quests or open world questing etc. I don't know what the answer is, but I hope I have provided some value to bring unique perspectives to this topic and that we move away from the traditional concept of questing.
Last edited: 2022-03-03 00:44:28Hello guys!
Have you ever thought what kind of Quest system you would like to see?
Share with us how do you imagine a different Quest system for our Game. What should be different to make you feel great completing quests?
Looking forward to see your amazing ideas and suggestions.
I just posted this in the Witch topic, but I think it fits better here:
CLASS QUESTS 1st part
LONG CLASS TUTORIAL
Almost every time you level up, you get a new skill. Most people just tend to ignore tutorials, that's why making tutorials part of the CLASS RANK SYSTEM I proposed will make people to complete them at least once to get those juicy CLASS REWARDS.
What about instead of just getting skills and guessing how to use that skill, you will get a CLASS QUEST each time you get a new skill, where you have to go to the CLASS TRAINER so he can teach you how to use that skill.
These quests can be repeated but they will give rewards just the first time.
Example, you are a Witch and you just got your Vodoo skill, that is a channeled skill that allows you to control a target if you are not interrupted.
Well the Class Trainer will teach you this in a combat, The quest will go like this:
Phase 1: Use your Vodoo skill 3 times against another recruit without interrupting the skill.
Phase 2: Use your Vodoo skill 3 times against a recruit (you will be interrupted by the recruit this time) and the trainer will explain you why is important to cast this skill in a safe moment.
And there you go, 1000 Class XP, 1000 level XP and 10 gold.
Hello guys!
Have you ever thought what kind of Quest system you would like to see?
Share with us how do you imagine a different Quest system for our Game. What should be different to make you feel great completing quests?
Looking forward to see your amazing ideas and suggestions.
CLASS QUESTS 2nd part
CLASS GUILD QUESTS
These quests are going to be repeatable and they will reward you every time you complete them and they will be based on your CLASS GUILD necessities.
There can be 4 types
CLASS GUILD HALL QUEST: Basically doing simple stuff in your guild, like training (fighting) another recruits (NPCs), cleaning, delivering messages, etc.
WORLD QUEST: You have to go to different zones and do the usual kill 10 boars because we need ingredients for Witches stuff for the new recruits, or kill 10 humans and stole their weapons, the zone will change depending the quest.
PvE SIMULATION QUESTS: You will be assigned a Witch healer/DD/tank companion that will complete that "Dungeon Simulation" with you and your team to train. The simulation name is to justify you will be completing the same dungeons lot of times (repeatable quests) to train the new recruits for new dangers. The Dungeon should change every day.
PvP QUESTS: These ones are going to be simple, you Witch go and DUEL 3 warriors or pirates (they will change every day) it will not matter if you win or lose the duel, go and complete a random arena or PvP event. PvP stuff, but just for training, this way you encourage people to play all the aspects of game.
And there you go, 1 class rank and 1000 level XP and 10 gold for each quest completed.
This is also a way to keep OLD CONTENT ACTIVE and RELEVANT.
Last edited: 2022-04-09 15:43:01What i would not like to see:
► Repetitive daily grind. Runescape was handling quests pretty well. There were almost no "bring x of this to y location" tasks.
► Inventory filled with items that are useless or from finished quests that i still kept with me because i wasn't sure if i will need them again (Divinity: Original Sin 2 made me keep all the books/notes/letters because i didn't know if some NPC will ask for it later on. 80% of it was only there to satisfy role playing players). Project: Gorgon had "this item could be valuable to someone you haven't met yet" info on certain collectibles.What i would like to see:
► Hidden quests, triggered by random stuff. I would like to encounter some surprises while i explore the world. FFXIV had some quests triggered by time of the day in specific zones, for an example.► Quests that do not have clear indicator on map where to go to finish them. At least not all of the quests, because i think most of the people are too accustomed to following yellow exclamation marks and this suggestion would not work well with them. Info on how to finish them could be in notes/books or in conversations with npcs etc. ESO was kinda rewarding players exploring the map.
► Long quest lines with meaningful choices leading to different quest paths. Maybe even with few variations so if you play the game with your alt - there should be a random chance you can trigger some completely different quest choices/endings.
In the end, streamers and online videos explaining how to finish quests are ruining every game. I hope randomness and rarity of certain choices that player can make could lead to stories that almost no one had finished before.
Hello guys!
Have you ever thought what kind of Quest system you would like to see?
Share with us how do you imagine a different Quest system for our Game. What should be different to make you feel great completing quests?
Looking forward to see your amazing ideas and suggestions.
Collectible quests, like the ones from the current pre-alpha could perhaps be made more interesting with a few changes:
- Collectibles from future quests, could be picked up along the way, but are without highlighting. This way, attentive players exploring the world could be able to complete future quests faster or maybe even immediately.
- Some collectibles could randomly contain more than one collectible, as in a critical hit system, allowing the player to complete the quest faster.
- If these quests are completed as a group, traps or enemies may appear when picking up collectibles, adding random threat to the quests.
- Equipment received as rewards for these quests is more powerful when the quest is completed as a group.